Sr/Project Lead Effects Artist at ILMxLAB @ ILMxLAB
Sr Visual Effects Artist @ Warner Bros. Entertainment Group of Companies
Sr VFX Artist at Disney Interactive Studios @ Disney Interactive
Master Animation, VFX @
Academy of Art University
My name is Martin LaLand Romero and as a visual effects artist, I have worked for video games and film the past 7 years. My projects included several game titles and shorts, a 3D TV series, and game cinematic. My main focus is designing lifelike particle effects using proprietary engines and 3D applications. I have created special
My name is Martin LaLand Romero and as a visual effects artist, I have worked for video games and film the past 7 years. My projects included several game titles and shorts, a 3D TV series, and game cinematic. My main focus is designing lifelike particle effects using proprietary engines and 3D applications. I have created special effects such as explosions, smoke, clouds, liquid, fire, cloth, debris and rigid bodies simulation. I often use photo realistic texturing and lighting to bring my particles to life.
Dawngate PC (2013) (2014)
SimCity: Cities Of Tomorrow PC (2013)
Tomb Raider Console/PC (2013)
Thor: God of Thunder Console (2011)
Marvel: Ultimate Alliance 2 Console (2009)
2 titles, PC, Console.
Proprietary Game Engines, Unreal Engine 4, Unity 5, PopcornFX, Houdini 13, Maya 2015, 3Ds Max 2015, Photoshop CS6, After Effects CS3 and Nuke X as well as plugins like FumeFx, Thinking Particles, Afterburn, Vray, and RayFire.
Good understanding of the dynamics and procedural simulation through the use
of sprites, particles, emitters, fields, collisions, rigid-bodies, soft-bodies and fluid
Team collaborator, effective communicator and good at problem solving
Current with new techniques, most recent software and
participate in the CG community
Versatile learning new pipelines, engines, and software
Mentoring of team members and skilled in creating tutorials for external artists
Sr Visual Effects Artist @ Responsible for the creation of all types of vfx either Real Time or Pre rendered
Write Python/Mel scripts for fast iteration and productivity during development cycles
Paints texture using Photoshop and or generate texture maps for vfx through multiple 3D programs
Set up multiple vfx events through scripting internal tools
Generates vfx sequence for Real Time inside After Effects
Mentors peers and oversee game specific effects for the project
Work closely with engineers to prototype and implement next gen tools for mobile From September 2015 to Present (4 months) San Francisco Bay AreaSr VFX Artist at Disney Interactive Studios @ * Responsible for the creation of all types of photo-real and stylized effects ranging from
environment to vehicle, character and weapons.
* Self-Manage development budget of all in game effects.
* Working closely with Art Director, and production to create and deliver marquee visual effects for
the title in timely fashion.
* Works closely with engineers to implement bench mark and prototype vfx tools.
* Creates fx assets using tools such as FumeFX, Maya, Houdini and Photoshop. From December 2014 to Present (1 year 1 month) VFX Artist @ Specialties:
* Design and animate particle effects using proprietary engines and scripting tools.
* Work closely with design, art, and production to create and deliver marquee visual effects for the title in timely fashion.
* Create and process texture assets of great aesthetic merit in Photoshop to serve as effect components.
* Model and texture serviceable 3d assets in Maya to serve as additional components.
* Contribute to and help maintain a highly organized library of scripting files that are navigable by others.
* Understand and adhere to performance guidelines/constraints.
* Work closely with engineers and leads to troubleshoot and optimize effects and assets as required. From July 2013 to Present (2 years 6 months) San Francisco Bay AreaEffects Artist and 3D generalist @ Effects Artist:
Creation of particles, procedural shaders, fluid simulation, cloth simulation, and fx texture creation, and other VFX techniques to meet project vision and technical specifications for Tomb Raider (2013), an unanounced DLC game, and a next gen new IP.
Created environment effects such as fire, explosions, debris, waterfalls, water splashes, fog, dust, smoke, steam, electricity, lightning, effects based on geometry and or shader driven fx.
Created weapon fx like various bullet impact fx and muzzel flashes both realistic,
stylized, and scifi.
Created character effects such as footprints (mud & snow), breath, water splashes, blood spurts, and full screen damage fx.
R&D on next gen fx techniques and worked on fx pipeline implementation.
Used python to speed up my vfx workflow and created script driven fx.
Work artistically and technically to implement the art direction for the project. From July 2010 to June 2013 (3 years) Online Instructor @ ANM_613_OL1: MS: 2D Imaging for Visual Effects: I taught graduate students the basic 2D imaging techniques using Photoshop with a comprehensive understanding of compositing.
ANM_WKSP04_OL1: ANM Workshop: Visual Effects.
ANM 341: Visual Effects 2 - Intermediate Digital Compositing. Students were exposed to intermediate concepts needed for successful compositing using After Effects. Students learned about image color correction and an introduction to the production pipeline used in professional film and TV work. From September 2009 to February 2011 (1 year 6 months) VFX Artist @ I worked as a vfx artist on Thor: God of Thunder.
Created environment effects such as fire, cosmic explosions, debris, waterfalls,
water splashes, fog, dust, smoke, steam, beams, electricity, and lightning bolts.
Created stylized weapon fx, surface impact effects, as well as various power up
Created shaders for multiple particle systems.
Placed and connected effects throughout the levels using Unreal 3. From January 2010 to October 2010 (10 months) Visual Effects animator and 3D Artist @ Marvel Ultimate Alliance 2 cinematics)
Created Visual Effects such as explosions, demolitions, smoke, dust and fire.
Xavier: Renegade Angel - Season 2
Worked on Visual Effects.
Did lighting for episodes 1-3. From May 2008 to September 2009 (1 year 5 months) VFX Artist @ I am working currently for Golden Era Productions as a freelance generalist .
* Non-Organic Modeling and Animation
* Particle and Fluid Dynamics. From February 2008 to April 2008 (3 months) Freelance Effects and Texture Arstist @ To create and innovate in real-time, next-gen visual effects for console and PC such as
explosions, smoke, dust and sparks using Maya and 3Ds max as the main software programs.
To Create Photo-Realistic Textures for Film and next gen games. Creating photo realistic textures by using and combining photographs, as well as painting my own using Painter and Photoshop. From July 2007 to February 2008 (8 months) Freelance Particle VFX Artist @ . Created clouds and smoke for TV commercials and DVD interfaces
. Rigid dynamics and particle effects projects. From April 2005 to June 2007 (2 years 3 months) Lead Tester/ Quality Assurance Mobile Tester @ . Tested brand name mobile applications including InStyle Mobile and Rachael Ray’s Recipes on the Run.
. Responsible for lead reference build testing.
. Exploratory testing for cell phone games and applications. From September 2006 to March 2007 (7 months) Quality Assurance Mobile Tester @ . Tested developing mobile products.
. Tested maintenance builds for Namco’s franchise games. From July 2006 to October 2006 (4 months) Quality Assurance Mobile Tester @ . Responsible for signing off on VMU and Cingular maintenance builds.
.Tested ports, carrier standards and product specific plans. From February 2006 to July 2006 (6 months) Image Editor in Photoshop @ Basic Photoshop editing techniques. From April 2001 to April 2002 (1 year 1 month)
VFX Technical Director Transformation @ VFX Mentor Program From 2014 to 2015 Master Animation, VFX @ Academy of Art University From 2009 to 2012 BS, Animation @ Art Institute California San Francisco From 2003 to 2007 Martin Romero is skilled in: Maya, 3D Studio Max, Hard Surface Modeling, After Effects, Mental Ray, Python, HLSL Arnold and Vray Rendereres, Texturing, Vray, Special Effects, Visual Effects, Video Games, Particle Effects, Lighting, 3D, Animation
Looking for a different
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